Author Topic: Pokemon TI  (Read 44009 times)

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Offline FinaleTI

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Pokemon TI
« on: September 18, 2010, 08:40:02 pm »
Since UTI is kinda dead, I guess it's about time I started posting about Pokemon TI here.

For those who don't know, Pokemon TI is my attempt at a Hybrid BASIC port of Pokemon Red and Blue, in 4 level greyscale. I'm able to devote some attention to it now because the Axe contest is over.


So far I've completed the mapping engine and I am currently debating whether or not to make an Axe program to help with text. Currently, for my last build of the intro sequence, I was using hex sprites to encode the text. It was lightning fast, but horrendously memory inefficient.

What do you guys think?
« Last Edit: September 18, 2010, 08:47:40 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ztrumpet

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Re: Pokemon TI
« Reply #1 on: September 18, 2010, 09:16:39 pm »
Awesome!  I'm glad you posted it here.  Time to change that link in my sig... :)

Good luck Finale TI, it looks great! ;D

SirCmpwn

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Re: Pokemon TI
« Reply #2 on: September 18, 2010, 09:18:34 pm »
I think it looks amazing, but very slow.  Movement will be quite tedious, I suggest pulling a bit more of the Asm side from the Hybrid on that detail.

Offline FinaleTI

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Re: Pokemon TI
« Reply #3 on: September 18, 2010, 09:22:52 pm »
I had considered redoing the map engine in Axe at one point, although since I'm using DCS7 instead of Celtic III now, tilemapping is actually faster. I'm not sure if the screenie I posted for the map engine was before I shortened the delay, though. I'll have see about posting an updated screenie.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

SirCmpwn

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Re: Pokemon TI
« Reply #4 on: September 18, 2010, 09:25:45 pm »
Sounds good, I hope its faster :)

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #5 on: September 19, 2010, 12:20:30 am »
Looks nice, but I agree it's very slow. Also I doN,t like how the character disappears for so long between moves. Having coded xLIB grayscale stuff before, I know it might be possible to speed things up and reduce the character flash, although I know grayscale may not look great on the 83+. Hopefully you can sort things out.


Btw Nostalgia isn't dead, I hope, right? Also is it an entire port of Pokémon? Because it is a massive project to take on, plus you would have fierce competition from Buckeye and Tifreak8x, both of which are pretty far into their projects. A Pokémon spinoff would be cool actually since there are currently 8 Pokémon projects going on x.x (Shmibs, Buckeye, Tifreak8x, JoeYoung, AMKiller, another guy on UTI I forgot the name of, yours and I believe jsj795 had one at one point, although I am unsure if it died or not), 3 of which are entire Pokémon clones.

Good luck on your project!
« Last Edit: September 19, 2010, 12:21:31 am by DJ Omnimaga »

Offline meishe91

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Re: Pokemon TI
« Reply #6 on: September 19, 2010, 12:47:00 am »
Glad to see it moved over here now. But remember, UTI isn't dead...just dormant :P

But good luck on your project and can't wait to see progress :)
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Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #7 on: September 19, 2010, 01:06:31 am »
According to Weregoose UTI is still doing pretty well, as well as it used to be, it's my fault and Cjgone's if UTI gets less active and I apparently alienated most of my userbase by shutting down my site everytime. Everyone is entitled to their opinions I guess, though. In my view, the entire community was really heading the wrong way starting in late 2006 and it went downhill by the end of 2007. I also think Omni should've been shut down one year earlier (or made private, with only a small core usergroup having access to it, for at least a year). For me it is hard to deny things went downhill for at least a year in the community when you look at those yearly post stats (although this excludes Calcgames and BrandonW's site):

Code: [Select]
UPDATED ON SEPTEMBER 17ST 2010, 1:30 AM GMT-5
UTI Omni Cemetch TI-BD Revsoft MC TI-FW DS Z80Rev OTBP Ticalcs HRP EPS TOTAL
2005 20033 9457 23064 3518 34918 1161 4373 583 4500 101607
2006 28340 30132 36520 9 7748 20345 4425 3756 0 4742 354 13 136384
2007 23985 15898 19577 423 4372 7115 3269 1263 0 2002 1587 78 79569
2008 12785 3783 6674 6193 2596 1985 4028 274 133 266 2 38719
2009 8876 15004 12535 4577 2387 1319 736 76 183 567 0 46260
2010 2753 46259 21470 1416 489 281 339 7 0 489 0 73503

It has since picked up again, though, and I could even say that it is doing better than it did 5 years ago. There are more releases, discoveries and a lot more programmers around. Ticalc.org doesn't get many comments on news articles, but years ago, all comments they got were off-topic, spam and trolls from people with no interest towards programming.
« Last Edit: September 19, 2010, 01:10:48 am by DJ Omnimaga »

Offline shmibs

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Re: Pokemon TI
« Reply #8 on: September 19, 2010, 01:20:18 am »
A Pokémon spinoff would be cool actually since there are currently 8 Pokémon projects going on x.x (Shmibs, Buckeye, Tifreak8x, JoeYoung, AMKiller, another guy on UTI I forgot the name of, yours and I believe jsj795 had one at one point, although I am unsure if it died or not), 3 of which are entire Pokémon clones.

Good luck on your project!
yeah, you should definitely include some thing new and innovative.(btw, mine is officially dead. i started it before i started foruming and realised there were so many others going on. now i just use the tileset i made as my default for mapping stuff.)

oh, and porting to axe would definitely be worth your time as this will have HUGE amounts of data, in the end, which will be several times larger in basic than in asm. a little additional speed wouldn't hurt either. this looks nice so far, though.
good luck!

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #9 on: September 19, 2010, 01:24:26 am »
Ah ok sorry to hear :(

Was it gonna be a spinoff or something? I remember a topic on MC forums but I think I was unable to view the pics.

Also to add to shmibs comment, another option could be to make it an hybrid of Axe and BASIC. Have most of the source in BASIC and the data and speed-intensive parts in Axe. Axe code is twice larger than BASIC but data is as small as in ASM. Splitting the game in multiple Axe and basic programs (and XCOPY ASM utility) would also circumvent the 8 KB 8xp executable code limit and the 16 KB one in apps.

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Re: Pokemon TI
« Reply #10 on: September 19, 2010, 02:06:53 am »
actually, i can see that making something very wonderful indeed
the movement engine(collision checks and all that) could be written in basic to save space, and as soon as a move was completed it could switch back to the axe routine to draw the map in gray. key detection could then be exported to the Ans variable. finale could totally pull it off in pure basic, though

and as for the pkmn thing, yes it was a spinoff of sorts in that it had different character names, plot elements, key items, etc. dont worry, though; what i have planned to work on now is SO much better

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #11 on: September 19, 2010, 02:27:24 am »
Cool I can't wait ^^

Offline FinaleTI

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Re: Pokemon TI
« Reply #12 on: September 19, 2010, 09:51:23 am »
Looks nice, but I agree it's very slow. Also I doN,t like how the character disappears for so long between moves. Having coded xLIB grayscale stuff before, I know it might be possible to speed things up and reduce the character flash, although I know grayscale may not look great on the 83+. Hopefully you can sort things out.


Btw Nostalgia isn't dead, I hope, right? Also is it an entire port of Pokémon? Because it is a massive project to take on, plus you would have fierce competition from Buckeye and Tifreak8x, both of which are pretty far into their projects. A Pokémon spinoff would be cool actually since there are currently 8 Pokémon projects going on x.x (Shmibs, Buckeye, Tifreak8x, JoeYoung, AMKiller, another guy on UTI I forgot the name of, yours and I believe jsj795 had one at one point, although I am unsure if it died or not), 3 of which are entire Pokémon clones.

Good luck on your project!
The main cause of the slowdown is because of the character. I actually had a much faster version a while (I lost the source, though) that would create a copy of the matrix used for the map before execution, then store it to the original whenever I moved.
I abandoned that idea, though, because the matrices required would be massive. Perhaps I could used DCS7's ans stack to circumvent this though...

No, Nostalgia is not dead. I will probably post the source for the menu soon, to see where I could optimize it because I'm sure I could.

Pokemon TI is going to mainly follow Pokemon Red and Blue, but with some changes. For example, I'm planning on replacing the 'ghost PC' in Celadon City with a TI-84, plus I'm planning to add a female player character (a first for a TI Pokemon game).

actually, i can see that making something very wonderful indeed
the movement engine(collision checks and all that) could be written in basic to save space, and as soon as a move was completed it could switch back to the axe routine to draw the map in gray. key detection could then be exported to the Ans variable. finale could totally pull it off in pure basic, though

and as for the pkmn thing, yes it was a spinoff of sorts in that it had different character names, plot elements, key items, etc. dont worry, though; what i have planned to work on now is SO much better
That's a pretty good idea, but I'm gonna see what kinda speed I can get by reworking the engine again, as I'm sure I can get some sort of speed increase with the DCSB Libs.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

SirCmpwn

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Re: Pokemon TI
« Reply #13 on: September 19, 2010, 11:51:42 am »
I'm not sure if it would help, but you could read map data from the archive with Celtic III.

Offline FinaleTI

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Re: Pokemon TI
« Reply #14 on: September 19, 2010, 11:54:00 am »
I use that to store the matrices, but xLib's mapping command requires the matrix in question to be unarchived. Celtic III does have a tokenized binary string tilemapping command, but I could never understand it.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.